====== 11. Interior Doors and Walls ======

====== Standard Doors ======

Unless stated otherwise in the Room or area text, a standard dungeon
door conforms to the following rules.
  - If there is no description of the door, it is closed, but unlocked.
  - It is made of wood and bound with iron.\\ ♣ Iron Door: 3 in. thick; hardness 10; hp 90; break DC 32; Open Lock DC 30.
  - It opens in one direction only and has pull rings on both sides, allowing it to be pulled open or pulled closed. All doors push open into the Rooms from the hallway or from the previous Room, unless otherwise noted. In case of a conflict, the decision is up to the DM.
  - Although heavy, it is well anchored on common hinges and can be opened by any creature of Small size or larger simply by leaning on it. Any door can be pushed, but they may only be pulled by a creature able to grasp the ring. Creatures of Tiny size or smaller do not have the mass to pull the door open even if they have the strength.
  - It is neutrally hinged and does not swing open or closed on its own; a closed door stays closed and an open door stays open unless someone, or something, shuts it.
  - It has roughly a half-inch gap between the bottom of the door and the floor, allowing for air, light, noise, and smells to escape. Most prison/vault doors are sealed completely.

====== Secret Doors ======

Unless stated otherwise in the text. a secret door conforms to the following
rules.
  - If there is no description of the door, it is closed.
  - It is made of stone, or whatever material the wall is made of.\\ ♣ Stone Door (stone wall section): 3 ft. thick; hardness 8; hp 540; break DC 5O.
  - It pivots on a vertical axis by being pushed on one or the other end. Because they are much heavier than standard dungeon doors, secret doors require a successful DC 12 Strength check to push open or closed, and the following special size modifiers apply: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4. Creatures of Tiny size or smaller do not have the mass to push open a secret door, no matter how strong they are. In addition to these modifiers, any creature that is on more than two legs or is otherwise exceptionally stable gains a +4 modifier.
  - Unless noted, discovering it requires a DC 20 Search check. In more advanced Regions this number may be as high as 30 or 35. per the DM's discretion.
  - Unless noted, it has no locking mechanisms and thus cannot be locked, nor does it have a return mechanism. Secret doors remain open if opened, or closed if closed.
  - It is six feet high by seven feet wide. When fully open (the door is completely perpendicular to the wall) there is a total of two feet worth of maneuvering space between the secret door and the wall. This is large enough for a single creature of Medium size to squeeze through on either side simultaneously; creatures of Large size or larger normally cannot fit through such a space (although whether they actually can or not is ultimately the DM's call and depends on the physical characteristics of the creature; an Escape Artist check may be in order. The door sits one foot off the ground on a threshold to allow for the pivot, a fact that also makes it more difficult to detect. Keep in mind that when opened, there is a threshold one foot high that creatures must step over in order to pass through.
  - It is built to very tight tolerances, although there is a slight gap at the top and bottom through which noise or air might pass. Because of the thickness of the secret door, this gap is not large enough to allow light through.
  - Pushing it open causes the stone to scrape slightly and makes the same amount of noise as a person in medium armor trying to walk silently (DC 5 Listen check to detect the noise).

====== The Simple Answer ======

Unless otherwise stated, all walls are stone and all doors are iron.\\ 
♣ Iron Door: 3 in. thick; hardness 10; hp 90; break DC 32; Open Lock DC 30\\
♣ Stone Wall: 3 ft. thick; hardness 8; hp 540; break DC 50.

Due to the nature of the Dungeon, even a small section of broken stone causes no lasting damage to the superstructure. Only a force on par with a cataclysmic earthquake can damage the foundation.